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well as it said in the subject. i am learning C# and i need an idea as i can't think of something that people besides might like. any ideas will be worked on no matter how dumb :D
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Giving bionics arme an intégrales weapon ?
what about if i use the weapon the mech's use?
qu'en est-il l'arme utilisation du mech ?
Please don't just work on any silly idea. lol But if you want a suggestion that you may think about. Only work on it if you really want to and think it could be useful. I don't think it exists yet at least not for A13. But I have not checked ALL mods.
But my request/idea would be exclusive forbidding of door! A check list of what colonists may or may not open a given door! It can be different for every door kind of like ownership of beds but you can choose any amount of colonists to give/forbid access. When locked to a given colonist it would behave exactly like the already existing forbid feature. But exclusive to one or more colonists. And maybe allow for ALL PETS forbidden as a check mark or even individual pets but for clutter purposes I think individual colonists with a forbid all pets option to toggle on or off would be appropriate enough.
I can already think of multiple uses. You can already re-create this using Areas feature. But area manipulation is limited to five without mods and you would have to keep switching colonists and editing the area. When it would be easier to just have this mod.
here it is...
the ability to ride animals
do it! :P
Quote from: viperwasp on May 04, 2016, 09:21:53 AM
Please don't just work on any silly idea. lol But if you want a suggestion that you may think about. Only work on it if you really want to and think it could be useful. I don't think it exists yet at least not for A13. But I have not checked ALL mods.
But my request/idea would be exclusive forbidding of door! A check list of what colonists may or may not open a given door! It can be different for every door kind of like ownership of beds but you can choose any amount of colonists to give/forbid access. When locked to a given colonist it would behave exactly like the already existing forbid feature. But exclusive to one or more colonists. And maybe allow for ALL PETS forbidden as a check mark or even individual pets but for clutter purposes I think individual colonists with a forbid all pets option to toggle on or off would be appropriate enough.
I can already think of multiple uses. You can already re-create this using Areas feature. But area manipulation is limited to five without mods and you would have to keep switching colonists and editing the area. When it would be easier to just have this mod.
i will for sure try and make it. i do love this idea as well. thanks for the great idea!
Good luck and god-speed! I am a hobby programmer with no actual training. So even a mod of this level is a light year beyond me. Modders are amazing and thanks for giving it a go.
Quote from: viperwasp on May 04, 2016, 11:19:45 AM
Good luck and god-speed! I am a hobby programmer with no actual training. So even a mod of this level is a light year beyond me. Modders are amazing and thanks for giving it a go.
thanks for the good luck :D i have no training besides the fact that i did the scripts for alot of my friends dayz servers so rimworld is quite a scary place ;D ;D
Quote from: blazecreek on May 04, 2016, 11:26:13 AM
Quote from: viperwasp on May 04, 2016, 11:19:45 AM
Good luck and god-speed! I am a hobby programmer with no actual training. So even a mod of this level is a light year beyond me. Modders are amazing and thanks for giving it a go.
thanks for the good luck :D i have no training besides the fact that i did the scripts for alot of my friends dayz servers so rimworld is quite a scary place ;D ;D
Here is a link to the original post asking for this (I made it yesterday) and it has a few more additional features that might be nice: https://ludeon.com/forums/index.php?topic=19791.0
But, I second this idea =)
how about a new singular monster spawn event.
the beast of Caerbannog
it will immidiatly charge at colonists at deadly speed and make them know fear.
http://villains.wikia.com/wiki/Rabbit_of_Caerbannog
i would so love to see this :D
could make the rabbit sprite with alittle blood on its mouth even get the sound effect from its attacks :D
(warning - very gruesome battle with really good blood effects in this video - proceed at your own peril)
https://www.youtube.com/watch?v=XcxKIJTb3Hg
Idea: try to write a new storyteller. E.g., "Lucy Longterm" - a storyteller geared towards people who want to make a colony last 10+ years without having to face tribes of 200+ people attacking them.
Quote from: stefanstr on May 05, 2016, 05:21:59 AM
Idea: try to write a new storyteller. E.g., "Lucy Longterm" - a storyteller geared towards people who want to make a colony last 10+ years without having to face tribes of 200+ people attacking them.
Not a bad idea. However by 10+ yeas 200 or more attackers should be a piece of cake. So either the Story teller would be to easy or would need to do other things to step up the challenge. Like multiple smallers raids back to back or who knows?
Ideas? Most of them if not all were definitely already mentioned or already existing mods but I don't have time to read all posts on all forums.
1) craftable robots
- ideally three groups: fighter/hauler/cleaner
- very late game. Either requiring lot of research and resources or new materials (like a "CPU" only dropped by mechanoids)
2) offense/defense upgrades
- turrets that are not over the top. Let's say three types: manned/light/heavy
where light would be quite weak but cheap, manned would be considerably stronger, but colonist shooting from it would be a targeted, heavy - strong, expensive, consuming lot of energy, maybe limited ammo (crates of machine gun ammo)
- animal traps (to capture smaller animals)
- stun weapons (preferably melee)
- remote charges (colonist who set them would have the remote)
3) Storage!!!
- boxes, crates, racks, lockers... to keep clothes and weapons in.
- maybe even some bigger containers for materials.
4) Water/thirst! That is the most important part of survival. Wells, rain collectors, water filters, water tanks. I don't think there should be an action that colonists would need to do (drinking every few hours) but it should work like power. The would be consumption, amount of water stored and production. If you have no production and you run out, colonist would have reduced consciousness, then they start to hallucinate, then die.
5) Fix the damn traders. Either make it possible to invite the kind of trader you want or let them buy/sell more stuff. I never have enough steel and components and if I do, I have not silver to trade with because they never buy my clothes, sculptures or even guns in most cases.
6) Other intelligent species on planet! Not just humans you can recruit. Let's make some other alien being you can talk to trade goods/techs with and potentially add to your colony (after you research how to communicate with them or something like that)
there are tons of good ideas around. The game is fun but it lacks depth. If I don't play on higher difficulty I can start on colony ship during the second year and that is no fun...
Make a "mindwipe" mod to use on prisoners and crappy colonists? it could use the medical skill and have a chance at making the "subject" insane, not feel pain and go on a rampage. Or possibly you end up with a potato wearing a synthread shirt lol. Maybe it just re-rolls the traits and such. Now that i think on it, it could not add skills, but could add "passions" (little flame, double big flame next to skills) but you could lose skills and passions. Could also limit the amount of times it could be done to a colonist, before you fry his coconut. insane rampage chance increase exponentially with each treatment. Interesting idea?
Quote from: Adamemnon on May 05, 2016, 10:12:55 AM
Ideas? Most of them if not all were definitely already mentioned or already existing mods but I don't have time to read all posts on all forums.
1) craftable robots
- ideally three groups: fighter/hauler/cleaner
- very late game. Either requiring lot of research and resources or new materials (like a "CPU" only dropped by mechanoids)
2) offense/defense upgrades
- turrets that are not over the top. Let's say three types: manned/light/heavy
where light would be quite weak but cheap, manned would be considerably stronger, but colonist shooting from it would be a targeted, heavy - strong, expensive, consuming lot of energy, maybe limited ammo (crates of machine gun ammo)
- animal traps (to capture smaller animals)
- stun weapons (preferably melee)
- remote charges (colonist who set them would have the remote)
3) Storage!!!
- boxes, crates, racks, lockers... to keep clothes and weapons in.
- maybe even some bigger containers for materials.
4) Water/thirst! That is the most important part of survival. Wells, rain collectors, water filters, water tanks. I don't think there should be an action that colonists would need to do (drinking every few hours) but it should work like power. The would be consumption, amount of water stored and production. If you have no production and you run out, colonist would have reduced consciousness, then they start to hallucinate, then die.
5) Fix the damn traders. Either make it possible to invite the kind of trader you want or let them buy/sell more stuff. I never have enough steel and components and if I do, I have not silver to trade with because they never buy my clothes, sculptures or even guns in most cases.
6) Other intelligent species on planet! Not just humans you can recruit. Let's make some other alien being you can talk to trade goods/techs with and potentially add to your colony (after you research how to communicate with them or something like that)
there are tons of good ideas around. The game is fun but it lacks depth. If I don't play on higher difficulty I can start on colony ship during the second year and that is no fun...
just about all of what you have said here is all ready made.
now i am not sure about the water part. i will ask around and see if it can be done.
about number six this idea i love but i am not sure how one might make this i know some older mod had this and if i can find it and talk to the maker then i will give it a try.
one other thing about number six i don't think this needs a mod i know of an older map that has something just like this.
about number 5 i am not sure how this will work but i will look about and see if there is a mod all ready for this.
Quote from: Grynnreaper on May 05, 2016, 11:31:49 AM
Make a "mindwipe" mod to use on prisoners and crappy colonists? it could use the medical skill and have a chance at making the "subject" insane, not feel pain and go on a rampage. Or possibly you end up with a potato wearing a synthread shirt lol. Maybe it just re-rolls the traits and such. Now that i think on it, it could not add skills, but could add "passions" (little flame, double big flame next to skills) but you could lose skills and passions. Could also limit the amount of times it could be done to a colonist, before you fry his coconut. insane rampage chance increase exponentially with each treatment. Interesting idea?
i love the idea. but don't plan on making anything like for quite some time.
Quote from: stefanstr on May 05, 2016, 05:21:59 AM
Idea: try to write a new storyteller. E.g., "Lucy Longterm" - a storyteller geared towards people who want to make a colony last 10+ years without having to face tribes of 200+ people attacking them.
this is one of the best ideas i have seen so far. and it might be a great first mod for my team. but i don't think i have the time to work on this atm.
Sandstorm weather event for deserts. To you know... make them more desert and have a way to get rid of all that blood that just ends up piling up outside your base. Or simulate the lack of water and harshness by damaging crops and wearing down equipment left outside.
Maybe throw in something like vultures or desert raiders that act differently. I just have a lot of ideas really but don't know how to code them in myself. I'm an idea gal, that's just how I am.
Tell me if you're interested and I can maybe elaborate some and throw out some more ideas.
Quote from: blazecreek on May 05, 2016, 01:27:46 PM
Quote from: stefanstr on May 05, 2016, 05:21:59 AM
Idea: try to write a new storyteller. E.g., "Lucy Longterm" - a storyteller geared towards people who want to make a colony last 10+ years without having to face tribes of 200+ people attacking them.
this is one of the best ideas i have seen so far. and it might be a great first mod for my team. but i don't think i have the time to work on this atm.
Raid sizes are generally what the difficulty level is for, not for the storyteller. Phoebe on free play difficulty should already accomplish this.
Fiona Farming removes raids entirely too.
Yes, with wagons!
Quote from: Jakub k. on May 04, 2016, 10:56:29 AM
here it is...
the ability to ride animals
do it! :P
multiple types of cables
that connect only to them self and can cross other type of cables
for making a better power mangement system in your colony
A new race to spice up colonist variety? I wanted to do it myself but I am hopeless hahaha, something like a fantasy race such as orcs etc, or anything really, I just think it'd be cool to have a new race in the game
GAS/SMOKE
-Using something similar to temp control to regulate gas flow and or smoke
-Using wood stoves or generators would cause smoke and suffocate people underground
-Tear gas grenades
-Air pumps to supply oxygen into mines and buildings.
-Adds more complexity to toxic fallout event.
All need a Gas/Smoke system implemented to be effective. You could then add natural gas pockets in the rock and have other ways of generating power such as natural gas, of methane from a compost pile or grave. Configure it to work with zombie mods so they can spread zombie virus!
Quote from: rawr161 on May 08, 2016, 10:34:45 AM
GAS/SMOKE
-Using something similar to temp control to regulate gas flow and or smoke
-Using wood stoves or generators would cause smoke and suffocate people underground
-Tear gas grenades
-Air pumps to supply oxygen into mines and buildings.
-Adds more complexity to toxic fallout event.
All need a Gas/Smoke system implemented to be effective. You could then add natural gas pockets in the rock and have other ways of generating power such as natural gas, of methane from a compost pile or grave. Configure it to work with zombie mods so they can spread zombie virus!
i have been hoping that the devs might make something like this but i am not sure how one might make this work. if anyone knows any mods like this shoot me a dm.
Quote from: Ironfist56 on May 08, 2016, 10:27:28 AM
A new race to spice up colonist variety? I wanted to do it myself but I am hopeless hahaha, something like a fantasy race such as orcs etc, or anything really, I just think it'd be cool to have a new race in the game
there are a few mods out there that do this. not sure if they have been updated.
A mod that removes the skill decay would be nice!
trains ! and reasons for trains like mines
Quote from: blazecreek on May 08, 2016, 01:06:13 PM
Quote from: Ironfist56 on May 08, 2016, 10:27:28 AM
A new race to spice up colonist variety? I wanted to do it myself but I am hopeless hahaha, something like a fantasy race such as orcs etc, or anything really, I just think it'd be cool to have a new race in the game
there are a few mods out there that do this. not sure if they have been updated.
I haven't seen any apart from the Norbal one
Quote from: daanrex on May 08, 2016, 04:00:43 PM
A mod that removes the skill decay would be nice!
i had no idea there was skill decay. looking into it now.
Assign zones to work hours. I don't know if it's technically possible, but with what I've seen in UI improvements from other mods, I can believe in anything.
Imagine you could say to Joe "Colonist" Cook that from 8AM to 12PM, everything but the kitchen is off-limit. After that, during joy-hours, he is automatically switched back to unrestricted again.
Take out the giant bugs that come out of mountains. That is the mod I NEED.
Quote from: blazecreek on May 04, 2016, 08:17:28 AM
well as it said in the subject. i am learning C# and i need an idea as i can't think of something that people besides might like. any ideas will be worked on no matter how dumb :D
Just remove the big spiders and stuff that come out of mountains.
Quote from: JakeTheHylian on May 09, 2016, 09:48:44 PM
Quote from: blazecreek on May 04, 2016, 08:17:28 AM
well as it said in the subject. i am learning C# and i need an idea as i can't think of something that people besides might like. any ideas will be worked on no matter how dumb :D
Just remove the big spiders and stuff that come out of mountains.
Just overwrite the chance to zero in the incident def xml. This mod takes all of 15 seconds to do yourself....
Quote from: blazecreek on May 05, 2016, 01:22:16 PM
Quote from: Adamemnon on May 05, 2016, 10:12:55 AM
5) Fix the damn traders. Either make it possible to invite the kind of trader you want or let them buy/sell more stuff. I never have enough steel and components and if I do, I have not silver to trade with because they never buy my clothes, sculptures or even guns in most cases.
6) Other intelligent species on planet! Not just humans you can recruit. Let's make some other alien being you can talk to trade goods/techs with and potentially add to your colony (after you research how to communicate with them or something like that)
there are tons of good ideas around. The game is fun but it lacks depth. If I don't play on higher difficulty I can start on colony ship during the second year and that is no fun...
about number 5 i am not sure how this will work but i will look about and see if there is a mod all ready for this.
Shameless plug for my mod I just put out:
https://ludeon.com/forums/index.php?topic=19992.0 (https://ludeon.com/forums/index.php?topic=19992.0)
I was fed up with this myself, where you'd get a bunch of traders early on, but you can't buy or sell anything, and later on you don't get any.
My mod totally overhauls caravans and has them come on a schedule, with completely different buy/sell than vanilla.
A mod that allows me send out recruitment messages to space and/or other factions looking for people with certain skills or traits to join you.
Basically a way to allow us to recruit the kind of people i want (like psychopaths or cannibals) without depending entirely on the RNG or devmode.
Balancing it could be tricky but it would be a great addition to my gameplay experience.
Maybe make it paid as your either hiring a spacer, buying a slave or compensating a tribe for their lost member (make them cost like twice or thrice the price of an average slave with their skills).
when does the poll end
i am sorry about not getting back with most of you. i have been quite busy. and things came up. i hope to start working on some of these mods. but don't get your hopes up.
*Something that adds actions or skills like in RPG games :) Like you could jump a few blocks when using a melee weapon or spin around (might be hard to make the visuals).
*More monsters that breath fire,ice,etc. Huge robots that are triggered by an event which can just destroy your colony or be reused into smaller robots just like in mecha shows.
*Something like the outpost generator mod but instead have smaller tribes around the area that you can either make trades with or fight. They will gather materials just like you do which allows the player to compete with them or just coexist with them.
*Ridable animals like the Muffalos, Alpacas, etc. maybe add a horse :) There's already a mod where you can ride ATV, so maybe it's possible to use some of the stuff in that mod and change it so you'll be riding the animals that you tamed.
*Be able to build higher buildings like you will be allowed to toggle first/ground floor and the next floor(s).
*Allow swimming in the ocean,sea,lakes,swamp,etc. Maybe boats too :) that can work with the Ocean biome or create a now Ocean biome mod :)
Lucy Long Term is done.
i will work on it a tad more. but for now this is what you get.
>>>>>https://ludeon.com/forums/index.php?topic=21285.0
A lightening gun (fired from barrel). Or an emplacement which causes it to fire from the sky.
Big range, causes max flame size on a 3x3 (4x4) area and causes instant burn damage to targets caught in the blast.
Uses same graphic as normal lightening. Moderately accurate high warmup and cool down (if a weapon) or 1/3 longer than a normal mortar. (Since it's basically an upgraded incendiary but more interesting)
Or, both 😄
Quote from: Elixiar on July 10, 2016, 11:07:12 AM
A lightening gun (fired from barrel). Or an emplacement which causes it to fire from the sky.
Big range, causes max flame size on a 3x3 (4x4) area and causes instant burn damage to targets caught in the blast.
Uses same graphic as normal lightening. Moderately accurate high warmup and cool down (if a weapon) or 1/3 longer than a normal mortar. (Since it's basically an upgraded incendiary but more interesting)
Or, both 😄
i will look into this.
make it possible to 'group' units and turrets with numpad numbers, which exists in many RTS games, like starcraft, warcraft etc...
and adjustable game speed controller. when pawns are under attack or some emergency happen, rimworld force to slow down but for players like me, it is just annoying and sucks but cant get speed back to fastest even though i can handle that speed.
disease expansion. i dont kn how the pawns just kn it quickly what disease they got. i mean, first, they have to be diagnosed.
and, lack of variacity. there are hundreds of disease but in rimworld just 10 disease? and they can be cured by just one medicine?
make variable disease and symtoms (4 kind. caused virus, fungi, germ, and cancer) and must use different medicine for cure each type disease. and they should be diagnosed first before that, player just kn the symptoms like fever, coughing, bleeding, blood poop/urine, or illusination etc.
What about - Create colonist in "Bionic Camera". Just like in "EdB Prepare Carefully" mode, in creator mode in new game.
P.S. I bad speak English >_<
Quote from: Screw on July 12, 2016, 12:45:01 PM
What about - Create colonist in "Bionic Camera". Just like in "EdB Prepare Carefully" mode, in creator mode in new game.
P.S. I bad speak English >_<
i don't fully get what you mean by that so if you can expand on it more.
Quote from: blazecreek on July 12, 2016, 01:04:18 PM
Quote from: Screw on July 12, 2016, 12:45:01 PM
What about - Create colonist in "Bionic Camera". Just like in "EdB Prepare Carefully" mode, in creator mode in new game.
P.S. I bad speak English >_<
i don't fully get what you mean by that so if you can expand on it more.
I mean, create modification which would create colonist with your settings (People, that grown in specialized "bionic-containers")
What about animals escaping from fire? Like colonists seeing harmful things.